
Seamus Greenbottle |
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You have been tasked with exploring a tower that recently collapsed near town. You know little about the tower, except that kobolds are in some way connected to the collapse, and that the town's local, eccentric wizard, who lived near the tower, has gone missing as well.
If you would like to make any last-minute preparations, or ask any questions, now is the time.
This will be a five-area playtest, and so you should prepare/conserve your resources accordingly.

Seamus Greenbottle |

I expect only as much RP as is needed to overcome the situations presented. You can all assume that you've been adventuring together, and that you've accepted the task put before you.
5 areas means 5 situations, though not necessarily 5 combats.
And no, we'll be playing mainly by PFS rules, but we'll keep it pretty loose.

Sir Rodrick The Knight |

Sir Rodric The Knight, wandering Knight Errant and aspiring great general clocking in!
Quick and dirty background (made up on the spot)
Rodric is aiming at becoming one of the greatest knights in the land, nay, the greatest general in the land and he believes he cannot achieve that while being stuck in the castle keep he calls home. So he set out looking for real life experiences to hone his craft of command and came to this little town where they asked him to investigate a collapsed tower.
Finally a chance to prove himself!

Seamus Greenbottle |

As you approach the collapsed tower, you see that only fragments of the first and second floors still stand. Black stone and broken wooden debris lie scattered down the hill's southeast slope, and a rocky ramp of sorts leads up to the tower's second floor, which now looks like the only entrance into the tower, since the ancient iron front door seems to be covered by the same rubble that has created the ramp to the second floor.
Please don't read the spoilers unless you make the check. What would you like to do?

Sir Rodrick The Knight |

Actually say what you are sharing as it could always be skewed a bit :)
Taking stock of those that he has been given under his command.
A ranger, very useful! He had heard tales of the resourcefulness of the woodsmen! I figure I have a valuable ally.
An achiemest... Whatever that was... I understand it to be some kind of bookworm or crafter or somesuch. Well she seemed to know a bit about the tower. Must be a local...
And lastly he seemed to have one of them wild men from... from... aw heck, he couldn't remember where. I dont put much stock in those wild, untrained folk. They were nothing next to well the trained Hell Knights from Enferac back at home, but it was his job to lead and support those he had, not to judge them for their lowly status or birth.
"What can you tell about the tower Kalarra? Can you see anything around that we should be worried about Artemis? Alaric, keep your greatsword at the ready, I would hate to be surprised or caught unawares..."
Sorry if I come off as bossy or arrogant :P He is a rather spoiled knight from a prestigious order and is used to giving/obeying commands. The fact that he THINKS that you guys have been given to him and under his command might not have any bearing in reality XD If it is annoying to you guys, I will knock it off and play him differently, just let me know :)
Also, I was looking up the Hell Knights and figured that it would be a great place for my guy to have come from :) So I am making him from Enferac, and from the Order of the Gate. We will see where that goes :)

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Well Sir Rodrick you can play him like that, but don't be surprised if Kalarra gives him a stern piece of her mind in return.
Kalarra looks over at Sir Rodrick with an evil glare. Walks right up to him and puts her right hand on his upper chest and gives him just enough of a push to knock him slightly off balance while saying "Well for one thing, I am not your slave and I will take orders from no man. Then she turns and starts walking over toward the tower adding "Secondly, if you must know, over there" pointing toward the main part of the destroyed castle "that's all in a sinkhole and I have no idea just how must of the basement still exists and be careful the rest of this is unstable, so if your not careful you might scuff your armor." And with a sour glance back at the boys she heads toward the most stable part of the rubble.

Artemis Deacon |

Artemis shakes his head as he follows the Tiefling up to the tower.
"If it pleases the Knight, can I keep my longbow handy too? Don't want to step out of line or some such." Artemis sarcastically says.

Seamus Greenbottle |

Kalarra and Alaric are able to climb to the top with ease, but Artemis seems to struggle, slipping back down the pile of rubble, unharmed but no closer to his goal.
Another Climb check for Artemis (if you want to climb up again), and one from Sir Rodrick (if you're planning to join your companions).

Sir Rodrick The Knight |

Encumbrance is not good? Try armor :P
Giving a small whimper that he hopes that the others dont notice, Sir Rodric attempts to scale the imposing rocky slope.
Climb Check: 1d20 - 1 ⇒ (19) - 1 = 18
Hurzaa!!!
Luckily for the brave knight he managed to find a path that the others had missed and was able to have an easy time of that, acting just a little smug when he gets to the top.

Seamus Greenbottle |

After reaching the top, you make your way through a few rooms of the collapsed tower before reaching a long corridor. In the room at the end of this narrow corridor is a strange metallic contraption of gears and chains. A large lever extends out at a forty-five-degree angle from the front of it.
This room is rather small, only 15 ft. x 10 ft. For the sake of the playtest, assume that this lever controls a bridge extension in another room, allowing you to safely cross over an acid pit.
Hovering above the contraption is a small, roiling cloud of energy that periodically sends out sparks of electricity into the air.

Seamus Greenbottle |

As you pull on the lever, you hear gears cranking and parts moving off into the distance.
Moments after you touch the control, however, the cloud of energy looks at you with eyes that seem to appear from nowhere, and flies toward you to attack.
Lightning Elemental Damage: 1d3 + 1d4 ⇒ (1) + (3) = 4
Kalarra: 1d20 + 5 ⇒ (20) + 5 = 25
Sir Rodrick: 1d20 + 2 ⇒ (10) + 2 = 12
Artemis: 1d20 + 4 ⇒ (12) + 4 = 16
Alaric: 1d20 + 3 ⇒ (13) + 3 = 16
The cloud of electricity lunges out with arms that look to be charged with lightning bolts, but its attack flies wide of Kalarra.
We're now in initiative order:
Kalarra
Cloud
Artemis
Alaric
Sir Rodrick
We'll do this as block initiative, so the block above the enemy (in this case, just Kalarra) can act, and then the enemy will act, and then anyone below the block can act. This facilitates faster PbP gameplay.

Seamus Greenbottle |

The cloud lashes out again at Kalarra, but misses wide once more.
Damage roll: 1d3 + 1d4 ⇒ (2) + (1) = 3
Aretmis, Alaric, and Sir Rodrick can now go in any order. Also, I forgot this before...

Sir Rodrick The Knight |

What else is there to do but charge?
"For Enferac! Men, CHARGE!"
Charge the elemental, remember that anyone that charges gains +1 moral bonus to hit when charging.
Valourous Charge: 1d20 + 6 + 2 + 1 ⇒ (6) + 6 + 2 + 1 = 15
Valiant Damage: 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Also note, if anyone beside me gets attacked, I can use up an AOO to use aid another to grant them +4 AC

Seamus Greenbottle |

Sir Rodrick and Alaric both hit the mark with their attacks, and the cloud of sparks dissipates instantly.
Note to self: small lightning elemental is no match for a party of warriors. Noted.
After you travel down a winding hallway, you reach another wooden door in front of you, closed.
What would you like to do?